Somehow everything is in the picture at the moment. I obviously have to replace that WOODS2 pixelmap by an animated rain FLIC. Maybe try to set transparency on it. I tried with C2 before and got mixed results, mainly due to drawing distance, shading and fog. Anyway C2 wasn't my aim at all.

I could really see an animated sky texture with rain seen from afar and some faint flashes of a lightning. Then this rain forced to front via this trick. Rain noise as ambiant and some areas would spawn growling thunder.

The lollipop isn't working properly actually, probably because of the proximity of the actor's pivot. It isn't necessary anyway. Having to multiply the drawing distance is kinda annoying though... It would be so much better if it was possible to make a track's actor follow the player's position... or something like that.

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Screenshot (7).png [ 422.46 KiB | Viewed 2253 times ]

You can open this picture in another tab to get a better look, I left my working environment in there for those interested.

I see what you did there! Clever idea. All you need now is a proper animated texture and you are done right?Do you remember you can always set the draw distance in the tracks txt file, at the bottom right below the splash pixelmap entry?

Code:

1 // number of splash filesCASPLASH.PIX // name of pixelmapfile for splashes1 <<<<<< draw distance valuedesert1.TXT

Or is this only possible in C2? If not you could use this and not change the games setting all the time.

You could also make a custom 'rain car' where the sphere would be part of the actual car and would drive along with you. I doubt it would look as good as your solution though, because it would intersect with the map and you would see the shape of the sphere...